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| 1 | - | General Idea Behind Crafting Spell:To start with we have no idea how magic works, what it can do and even if we can accomplish much however by searching through hook or by crook we can manage to find different components of spells to learn and begin to understand and research our own types of spells by going out and exploring the world. A friendly merchant that you help along the way may have a tome of the spell component Seen for example to help establish your research. |
| 1 | + | *~* The Arts of the Arcane: A Spellcrafter's Guide By Rain Drop and Star *~* |
| 2 | ||
| 3 | *~* Intro *~* | |
| 4 | - | How it works: Compile what the spell can do mechanically along with a description of it. Then calculate the spells's value is before reaching a total. At that point you can begin investing spell caster perk to begin learning the spell. Must make the system follow along the same guide lines as the SLSS system of gathering materials, in this case; paper, ink, time and actually knowing the proper components to begin with to begin researching. |
| 4 | + | |
| 5 | Let's get one thing clear before we can move on anywhere in our journey into the world of the arcane: we as a people in 4C know next to NOTHING about magic, what it is, or how it works. However, there have been some among us who have decided to begin searching for answers themselves, documenting and discovering through trial and...grizzly, agonizing error. | |
| 6 | - | Use the following as a guideline to sort out the complexity of a spell. Again only YOU know the complexity of your spell so make sure to sound out other players before becoming dead set on your spell. |
| 6 | + | |
| 7 | In any case, we have enough of a grasp of magic that we can make this simple assumption: the more things we want to do with our magic, the more magic it costs, and therefore the more energy you will need to do said things. This energy, as we can conceptualize it, is measured in units called Spell Points (SP). These points organize how difficult the spell is as a whole to determine its overall Spell Level (SL), as well how difficult each individual component of casting is. | |
| 8 | - | Spell Level 8 or less: “Simple” Difficulty Target 10- 100 $ meta value SN 5 |
| 8 | + | |
| 9 | - | Spell Level 9 to 14: “Average” Difficulty Target 100-1000 $ Meta value SN 10 |
| 9 | + | Knowing this assumption is true to a degree, unicorns from all over town have begun tapping into their pools of magic and seeing what wonders they can make happen. This, with help from the many scrolls and documents archived in the Vault, gives us many of the documented magical spells we use today. And it is now with you, reader, to begin tapping into your own magical potential and show the world what you can create. |
| 10 | - | Spell Level 15 to 22: “Difficult” Difficulty Target 10,000-100,000 $ Meta Value SN 15 |
| 10 | + | |
| 11 | - | Spell Level 23 or more: “Daunting” Difficulty Target 100,000 - 1,000,000 Meta Value SN 20 |
| 11 | + | But before you can begin to study magic, you must first understand what it is and where it comes from. |
| 12 | ||
| 13 | - | In regards to determining the Spell Point cost of a spell so others may learn from your grand wizzardy treat Spell Level as Spell Points. Unless calculating the damage of a spell go to the damage values below. |
| 13 | + | |
| 14 | *~* Mana *~* | |
| 15 | - | Example Fireball is a Seen [2], Immediate [1], Diminish [1], Heat [1], d6 [4sp 3SL] spell. Using the table above you can determine the complexity which is 2+1+1+1+3= 8! Conversly figuring the spells Fatigue cost follows the same format resulting in the spell costing 5 FP to cast. A high end tier of the simple spell range, meaning that you then at the beginning of your week start to roll with the SN provided above. Once that week is completed you managed to complete 20$ worth of the spell research! |
| 15 | + | |
| 16 | There is a force within the world, one that ebbs and flows, twists and turns, and exists in every living--and in some cases, undead--thing in Equestria. This force is known as Mana. Mana is the most basic and most malleable form of magic we can feel in the world around us, and it is always present in one form or another. It moves around and through the world we live in, giving life to almost anything it touches. All creatures have a small grasp of this force, but unicorns naturally have evolved to a point where they can both tap into and manipulate this field of seemingly infinite energy willingly. Keep in mind, though: all creatures can USE small portions of it, but unicorns are the only race of beings--aside from the rare draconequuis and alicorn--that can use this energy without a catalyst like an enchanted staff or gem of some kind. | |
| 17 | ||
| 18 | When gaining access to this energy pool, a pony must first use up some of his or her own Mana to gain the ability to cast a spell. The amount of Mana needed to cast spells is different considering the difficulty of the spell you wish to cast. Logically, the harder the spell is to cast, the more Mana is needed to make it work. Conversely, the easier the spell is to cast, the less Mana you need to make it work. | |
| 19 | - | Ideas on the range target and Duration. |
| 19 | + | |
| 20 | - | The further/longer the spell goes, the more SP you need |
| 20 | + | Be very careful when casting spells, though; creatures only have a set amount of Mana that they as living beings possess. Mana is a life force, and unicorns cast spells from the biological EXCESS of that life force. Casting a spell after your Mana excess has been depleted will drain from your life (HP) until you either pass out from over-exhaustion (your HP reaches 0) or you die (your HP reaches -10). Keep in mind that in battle, unless you specifically say that you wish to pass out or an enemy uses a spell or attack that knocks you out prior, you will remain conscious after your Mana reserves are depleted until you hit 0 HP. |
| 21 | - | [19:52] <Star_> Target: Self=0 , Pony=1 , Group=2 , Area=3 |
| 21 | + | |
| 22 | - | [19:53] <Star_> Range: Very close=0 , Close=1 , Medium=2 , Far=3 |
| 22 | + | {CONTINUE HERE}
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| 23 | - | [19:54] <Star_> Duration: Short=0 , Medium=1 , Long=2 , Permanent=3 |
| 23 | + | |
| 24 | ||
| 25 | - | Range determines the connection between the caster and the most inaccessible target. A Spell's Range may be any one of the following: |
| 25 | + | |
| 26 | - | FP 1 |
| 26 | + | |
| 27 | - | Contact (Spell Level +1) means that the target is the caster themselves or is in direct physical contact with the caster. 1 sp |
| 27 | + | |
| 28 | - | Seen (Spell Level +2) means that the target can be easily seen by the caster at the time the Spell is cast (line of sight). 2 sp |
| 28 | + | |
| 29 | - | FP 2 |
| 29 | + | |
| 30 | - | Known (Spell Level +4) means that the target is known well by the caster; it may be a friend, a familiar object, etc. 4sp |
| 30 | + | |
| 31 | - | FP 4 |
| 31 | + | |
| 32 | - | Unknown (Spell Level +8) means that the target isn’t necessarily Familiar to the caster but still may be targeted by the Spell. 8 sp |
| 32 | + | |
| 33 | ||
| 34 | ||
| 35 | - | Fatigue 1 |
| 35 | + | |
| 36 | - | Immediate (Spell Level +1) means that the Spell is instantly resolved and completed, such as a flash of light or teleportation. 1 SP |
| 36 | + | |
| 37 | *~* How do I learn or create a spell? *~* | |
| 38 | - | FP Dependant on What the base cost of the spell is then half rounded up to continue the spell. |
| 38 | + | |
| 39 | - | Sustained (Spell Level +2) means that the Spell lasts as long as the caster focuses on it, such as a shield bubble or an illusion. 2Sp |
| 39 | + | As beginning unicorns, we are not exactly sure how our magic works. Therefore, in order to actually learn a new spell, you must do one of two things, either: |
| 40 | - | FP 3 |
| 40 | + | |
| 41 | - | Temporary (Spell Level +4) means that the Spell lasts for a short time without needing to be focused on, such as temporary wings. 4 Sp |
| 41 | + | 1: Know a spell that contains the proper components already as a prerequisite |
| 42 | - | FP 4 |
| 42 | + | |
| 43 | - | Persistent (Spell Level +8) means that the Spell lasts for a long time without needing to be focused on, such as sealing a chest. 8 sp |
| 43 | + | 2: Get access to information to a certain spell or component through a book, a document, another pony, etc. |
| 44 | ||
| 45 | - | Effect(s) determine the basic effect of the Spell. A Spell's Effect(s) may be any one or more of the following: |
| 45 | + | Granted, you can try to learn a spell without the knowledge, but...good luck with that. See you in the infirmary or the graveyard. But seriously, unless you have the knowledge, learning a spell is very difficult and borderline impossible for our level of magery. You'd have more luck doing it accidentally than doing it with no information. |
| 46 | ||
| 47 | - | Fatigue 1 |
| 47 | + | Oh, so you aren't even sure of what information to look for or find? No worries, I have a bit of a guideline for some of the archived components we have now. What follows is basically what we all know collectively about the arcane arts. |
| 48 | - | Deceive (Spell Level +1) obscures or hides things from detection, or gives things false characteristics. |
| 48 | + | |
| 49 | - | Reveal (Spell Level +1) reveals hidden things and imparts knowledge about things. |
| 49 | + | The simplest spell a unicorn can learn, Illumination, is so simple that it needs no notch on the scale. A foal could sneeze and make it happen, so no one sees it as a big deal in Equestria when a fully grown pony learns that spell. Telekinesis is probably the first noticeable sign of magery in the eyes of the public, as it shows promise and there are many many more spells that Telekinesis can create. Telekinesis, a Level 4 spell on the Spell Level sheet, shows others that you can perform magic to some higher degree than others. It also shows that you have a grasp on many components already: Contact, Sustained, and Animate. However, this is only a drop in the ocean of thaumatology and magic itself. |
| 50 | ||
| 51 | - | Diminish (Spell Level +1) makes something a ‘less perfect’ version of itself, damages it, or even eliminates it entirely. |
| 51 | + | Speaking of Spell Levels, the other spells are categorized by difficulty further through Spell Ranges: |
| 52 | - | Forge (Spell Level +1) creates something from nothing, or improves something, making it a ‘more perfect’ version of itself. |
| 52 | + | |
| 53 | Spell Level 2 or less: “Simple” Difficulty Target 10-100 $ meta value SN 5 | |
| 54 | - | Fatigue 2 |
| 54 | + | Spell Level 3 to 6: “Average” Difficulty Target 100-1000 $ Meta value SN 10 |
| 55 | - | Animate (Spell Level +1) governs physical manipulation of something, whether through concentration or by self-manipulation. |
| 55 | + | Spell Level 7 to 10: “Difficult” Difficulty Target 10,000-100,000 $ Meta Value SN 15 |
| 56 | - | Modify (Spell Level +1) gives something a property or ability it does not normally have according to its function or normal capabilities. |
| 56 | + | Spell Level 11 or more: “Daunting” Difficulty Target 100,000 - 1,000,000 Meta Value SN 20 |
| 57 | ||
| 58 | - | Fatigue 3 |
| 58 | + | As one could expect, a Simple spell could be performed without even thinking about it in your daily life with the proper practice, such as lighting the horn or lifting a cup with magic. Average spells would need a roll at all times and could be done by a proper unicorn with proper training no problem; however, it causes us some level of effort still. Difficult spells are just what the name implies: difficult. Equestrians need a little time devoted to this particular spell in order to get it right. We, then, must devote even more time to attempt to get it right. Daunting spells are spells that even most Equestrians don't think they'd be able to cast in their lives. Masters find this spell extremely difficult. This spell could seriously injure and/or kill if used improperly. We would make legends of ponies who could cast spells of this nature. |
| 59 | - | Combine (Spell Level +1) allows for the merging, or fusion, of multiple elements into a whole, or a functional hybrid. |
| 59 | + | |
| 60 | - | Separate (Spell Level +1) splits things into their component parts to various degrees of specificity. |
| 60 | + | In order to calculate Spell Level, however, we must figure out what specific components make the spell. This may take some thought into the mechanics of the spell, and can take a while to properly get the right components selected. Once components are selected and the Spell Level is totaled, the spell is recorded by you and must be submitted to either Rain Drop, Star, or the Council for approval. To figure out FP, simply do the same thing you did with SL and divide the result by 2, rounding down if necessary. 2/3 of these groups must approve it before you can begin teaching yourself the spell IC (meaning you can show it to either Rain and Star or Rain and the Council or Star and the Council, but 2 of us have to approve). And then, your character can begin their study into the arcane! |
| 61 | ||
| 62 | Example: Let's say your unicorn is looking to create a fire spell. You name your spell Fireball and begin looking into how to make it. You discover Fireball is a Single [2], Immediate [1], Heat [1], d4 [2sp 1SL] spell. When you total these stats up, you find that your Fireball spell is a Level 5 spell (2+1+1+1=5). Upon submitting, Rain and the Council agree and you can begin learning it! | |
| 63 | ||
| 64 | NOTE: Of course to begin researching you of course have to actually have the components of the spell to even begin crafting such a thing which would be given below. | |
| 65 | ||
| 66 | *~* Components *~* | |
| 67 | ||
| 68 | - | Air (Spell Level +1,) encompasses atmosphere, gases, smoke, and other gaseous materials. |
| 68 | + | Every spell contains components that add up to the spell's casting. Each of these components builds up to the Spell Level and all components can build spells in different combinations. Each spell begins with a base of 4 different components: Target, Duration, Effect, and Subject. |
| 69 | - | Heat (Spell Level +1) encompasses thermal matters such as warmth and coldness, as well as fire, melting, and freezing. |
| 69 | + | |
| 70 | - | Earth (Spell Level +1) encompasses stone, dirt, sand, metal, gemstones, and other non-living solid material found underground. |
| 70 | + | Target determines the object, if any, the spell will be aimed at. A Spell's Target may be any one of the following: |
| 71 | - | Water (Spell Level +1) encompasses all fluids and physical liquids, not only water itself. |
| 71 | + | |
| 72 | - | Weather (Spell Level +1) encompasses natural weather effects, including clouds, lightning, wind, rain, snow, thunder, and hail. |
| 72 | + | Contact (SL+1) (FP+.5) means that the target is the caster themselves or is in direct physical contact with the caster, such as a cup in the caster's hoof or on a table next to the caster. |
| 73 | Single (SL+2) (FP+1) means that the target is a single object, pony, enemy, etc. (Add another Spell Point if the affected object is unseen by the caster.) | |
| 74 | Multiple (SL+4) (FP+1.5) means that the target is a group of objects, ponies, enemies, etc. that are close together. (Add another Spell Point if the affected objects are unseen by the caster.) | |
| 75 | - | Shadow (Spell Level +1) encompasses tangible shadow-stuff, physical darkness, and gloom made manifest. |
| 75 | + | Area (SL+8) (FP+2) means that the target isn't necessarily an object, moreso the area *around* a target. The object, pony, enemy, etc. may still be affected. |
| 76 | - | Light (Spell Level +1) encompasses pure light, but not elements which naturally give off light, such as fire. |
| 76 | + | |
| 77 | - | Sound (Spell Level +1) encompasses noise and perceived sound, including music, voices, and other tones. |
| 77 | + | |
| 78 | ||
| 79 | Immediate (SL+1) (FP+.5) means that the Spell is instantly resolved and completed, such as a flash of light or teleportation. | |
| 80 | - | Energy (Spell Level +1) encompasses pure non-magical energy and energy-like effects, such as electricity, magnetism, and radiation. |
| 80 | + | Sustained (SL+2) (FP+1) means that the Spell lasts as long as the caster focuses on it, such as a shield bubble or an illusion. |
| 81 | - | Force (Spell Level +1) encompasses solid barriers of magical energy, like impassable shields and force fields. |
| 81 | + | Temporary (SL+4) (FP+1.5) means that the Spell lasts for a short time without needing to be focused on, such as temporary wings. |
| 82 | - | Magic (Spell Level +1) encompasses pure magical power and the mystical energies which make up spell effects. |
| 82 | + | Persistent (SL+8) (FP+2) means that the Spell lasts for a long time without needing to be focused on, such as sealing a chest. |
| 83 | ||
| 84 | - | Fatigue Cost 3 |
| 84 | + | Effect(s) determine the basic effect of the Spell. A Spell's Effect(s) may be any one or more of the following (and all increase FP by .5): |
| 85 | - | Mind (Spell Level +1) encompasses the minds of higher creatures with the ability to speak. |
| 85 | + | |
| 86 | - | Body (Spell Level +1) encompasses the physical bodies (but not the minds) of higher creatures with the ability to speak. |
| 86 | + | Hide (SL+1) obscures or removes things from view or detection. |
| 87 | - | Construct (Spell Level +1) encompasses manufactured objects, some with multiple interacting component parts. |
| 87 | + | Deceive (SL+1) gives things different or false characteristics or traits. |
| 88 | Reveal (SL1) reveals hidden or false things visually. | |
| 89 | - | Fatigue Cost 3 |
| 89 | + | Identify (SL+1) gives the caster (or in some cases, the party) more information about things. |
| 90 | - | Plant (Spell Level +1) encompasses natural plants and flora, as well as plant creatures. |
| 90 | + | Diminish (SL+1) makes something a ‘less perfect’ version of itself, damages it, or even eliminates it entirely. |
| 91 | - | Animal (Spell Level +1) encompasses lower animals such as cats, dogs, and birds—animals which cannot speak. |
| 91 | + | Forge (SL+1) creates something from nothing, or improves something, making it a ‘more perfect’ version of itself. |
| 92 | Animate (SL+1) governs physical manipulation of something, whether through concentration or by self-manipulation. | |
| 93 | Modify (SL+1) gives something a property or ability it does not normally have according to its function or normal capabilities. | |
| 94 | - | Rough draft of creating a damage type spell. |
| 94 | + | Combine (SL+1) allows for the merging, or fusion, of multiple elements into a whole, or a functional hybrid. |
| 95 | Separate (SL+1) splits things into their component parts to various degrees of specificity. | |
| 96 | - | d2 1sp SL 1 |
| 96 | + | Activate (SL+1) causes inactive items that can be turned on to become active. |
| 97 | - | d4 2sp SL 2 |
| 97 | + | Deactivate (SL+1) causes active items that can be turned off to become inactive. |
| 98 | - | d6 4sp SL 3 |
| 98 | + | |
| 99 | - | d8 8sp SL 4 |
| 99 | + | |
| 100 | - | d10 16 sp SL 5 |
| 100 | + | |
| 101 | Fatigue Cost .5 | |
| 102 | - | And I guess the elemental effects would be something along the lines of Fire-Half the inflicted damage as burn damage, water as treating the target as soaked, Earth with a chance to stun the target against their Vit modifier, and Air would be the same since it can be used to bludgeon or cut |
| 102 | + | Air (SL+1) encompasses atmosphere, gases, smoke, and other gaseous materials. |
| 103 | Heat (SL+1) encompasses thermal matters such as warmth and coldness, as well as fire, melting, and freezing. | |
| 104 | - | Table of Effects using the selected elements below in Damage category spells. |
| 104 | + | Earth (SL+1) encompasses stone, dirt, sand, metal, gemstones, and other non-living solid material found underground. |
| 105 | Water (SL+1) encompasses all fluids and physical liquids, not only water itself. | |
| 106 | - | Fire=[Burning]-Until the enemy goes prone to put themselves out, d2 damage every round |
| 106 | + | |
| 107 | Fatigue Cost 1 | |
| 108 | - | Water= Target is soaked for a turn dripping with water. |
| 108 | + | Shadow (SL+1) encompasses tangible shadow-stuff, physical darkness, and gloom made manifest. |
| 109 | Light (SL+1) encompasses pure light, but not elements which naturally give off light, such as fire. | |
| 110 | - | Earth= Caster rolls to hit, then again if successful to contest the targets vit score. |
| 110 | + | Sound (SL+1) encompasses noise and perceived sound, including music, voices, and other tones. |
| 111 | ||
| 112 | - | Air= Fashioned into blunt or blade the pc must declare which is used before rolling. If successful the stun roll is made a -3 modifier to over come the targets vit score and if blade then the target suffers d2 bleed damage till the wound is staunched. |
| 112 | + | Fatigue Cost 1.5 |
| 113 | Energy (SL+1) encompasses pure non-magical energy and energy-like effects, such as electricity, magnetism, and radiation. | |
| 114 | - | Racial Abilities- Thought up on and fancied. |
| 114 | + | Force (SL+1) encompasses solid barriers of magical energy, like impassable shields and force fields. |
| 115 | Magic (SL+1) encompasses pure magical power and the mystical energies which make up spell effects. | |
| 116 | - | Unicorn- Magic Sense - Being born of one of the most Magically Active races you find that you can easily sense the lay of a ponies magic and the area you reside in. Allows for ease of locating specific locations by searching for magic signatures of either towns, leyline, or even ponies themselves to a distance of 1k meters. |
| 116 | + | |
| 117 | Fatigue Cost 2 | |
| 118 | - | Pegasus- Wind Buffet - Pegasus use their wings to stir up winds to either blow their foes off their feet or harrass them to disrupt their concentration! PC rolls to over come VIT score. After which turn is used up as it is a standard action. |
| 118 | + | Mind (SL+1) encompasses the minds of higher creatures with the ability to speak. |
| 119 | Body (SL+1) encompasses the physical bodies (but not the minds) of higher creatures with the ability to speak. | |
| 120 | - | Earth- Bones of the Mountain - It's common knowledge that Earth ponies are the work horse of equestrian logistics as their internal magic has been commonly documented to reinforce their muscles and bones for hard labor. When calculating Damage Pony can use FP to take the damage instead of HP until they reach 1/3 of their total FP as they become Tired. At which point the damage is dealt as before. |
| 120 | + | Construct (SL+1) encompasses manufactured objects, some with multiple interacting component parts. |
| 121 | Plant (SL+1) encompasses natural plants and flora, as well as plant creatures. | |
| 122 | - | Bats- Darkvision - Simliar to the Night Vision quirk, this ability allows for the Batty to see in low light areas when they wish, however unlike the quirk they have controll over their sight allowing them to change from day time to night time without hassle. Think night vision googles that can be turned on or off. |
| 122 | + | Animal (SL+1) encompasses lower animals such as cats, dogs, and birds—animals which cannot speak. |
| 123 | ||
| 124 | - | Zebra- Evil Enchantress - Living in Zebrica can be a frightening time when everything and its mother is trying to eat you! Luckily all zebra have a bit of spiritual help in the form of spooking creatures and predators. PC rolls d20 plus their will modifier to cause a target to flee, when used against multiple targets roll against the highest target if success the rest of the party flees after their leader. Dc is depending on the targets will roll to resist. |
| 124 | + | d2 1sp (SL+1) |
| 125 | d4 2sp (SL+2) | |
| 126 | d6 4sp (SL+3) | |
| 127 | d8 8sp (SL+4) | |
| 128 | d10 16 sp (SL+5) |